This seamless 8k resolution PBR 3d texture meticulously captures the natural drip trail patterns formed by water droplets on a wet pavement surface, delivering photorealistic detail suitable for high-end architectural visualization and outdoor scene rendering. The base substrate mimics aged urban concrete, characterized by a mineral-rich composition with subtle aggregates and micro-grain orientation that contribute to its slight roughness and natural porosity. Weathering effects are evident in the texture’s surface finish, which combines a worn, matte concrete look with intermittent polished patches where water accumulation has caused subtle surface tension and moisture pooling. Colorants are represented through finely balanced pigments simulating concrete’s natural gray tones, interspersed with darker patches indicating wetness and moisture saturation. This complex material layering is reflected across the PBR channels for a realistic rendering outcome.
In the BaseColor/Albedo channel, the texture shows nuanced variations of gray cement with darker, almost black, drip trails tracing paths of dripping water. Normal maps emphasize the micro-texture of the pavement surface, highlighting roughness variations around the droplets and subtle indentations from accumulated moisture. The Roughness channel is expertly tuned to simulate the glistening wetness created by the droplets, balancing glossy highlights with matte concrete areas to enhance realism. The Metallic channel remains low, reflecting the non-metallic nature of concrete, while the Ambient Occlusion map deepens shadowed crevices and enhances visual depth along the drip trails. Height or Displacement maps add dimensionality by subtly elevating the droplet shapes and channel depressions, enhancing the sense of moisture accumulation and surface tension effects.
This texture is fully optimized and ready for seamless integration in Blender, Unreal Engine, and Unity projects, supporting ultra-high-definition workflows with its native 8k resolution. It is ideal for simulating wet pavement surfaces in urban environments, outdoor scenes, and architectural visualizations requiring authentic wetness and natural water drip effects. For practical use, adjusting the UV scale to match the specific scene scale will ensure the drip trails retain their realistic proportions, while fine-tuning the roughness map can help balance the wet and dry areas for desired reflectivity and glossiness.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
